Stan

Patch 2.6.0 Hotfixes: July 7

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The first batch of hotfixes for Patch 2.6.0 has arrived. The 6-piece Bones of Rathma set bonus now grants 625% damage to your minions and Army of the Dead skill (up from 250%) for each active Skeletal Mage with a total cap of 2,500%. Players only need to maintain 4 active Skeletal Mages  for the 6-piece set bonus (down from 10). Hellcat Waistguard was fixed to drop again.

Update: These hotfixes have been delayed to Monday.

Blizzard LogoBlizzard (Source)

Below you will find a list of hotfixes recently applied or coming soon that address various bugs or mechanic tweaks.

These hotfixes should not require you to download a new patch. Some of the hotfixes below will go live the moment they are implemented while others may require restarting the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

Last updated July 6. Hotfixes are denoted by the date they were applied to live servers.

Previous Hotfixes: [2.4.0] [2.4.1] [2.4.2] [2.4.3][2.5.0] 

[LIVE HOTFIXES]

Items
  • Fixed an issue which caused the six-piece bonus on the Grace of Inarius set to proc the effect of Mirinae, Teardrop of the StarweaverMirinae and other on-hit effects too frequently (10/7)
  • Adjusted the Bones of Rathma six-piece set bonus based on player feedback (10/7)
    • The six-piece bonus will now grant 625% (up from 250%) damage to your minions and Army of the DeadArmy of the Dead skill for each active Skeletal MageSkeletal Mage with a total cap of 2500%. With this, players will only need to summon four (down from ten) Skeletal Mages to receive the full six-piece set bonus. Additional Skeletal Mages can still be summoned to attack your enemies, but aren’t needed to maintain the bonus. This makes maintaining the bonus less time consuming and allows damage to ramp up more quickly at the start of combat. The total number of Skeletal Mages that can be active at a time is unchanged (ten). (10/7)
  • Enabled the item Hellcat Waistguard to begin dropping once more (10/7)
  • Fixed an issue which allowed certain Necromancer Legendary items to be equipped by non-Necromancer classes (10/7)

Skills
  • Fixed an issue where Marked for DeathMarked for Death Grim ReaperGrim Reaper rune was incorrectly spreading the damage from the skill FrailtyFrailty (10/7)
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55 minutes ago, Stan said:

Fixed an issue which caused the six-piece bonus on the Grace of Inarius set to proc the effect of Mirinae, Teardrop of the StarweaverMirinae and other on-hit effects too frequently 

How it worked before the patch? Each hit from the Bone Armor tornado could proc the effect of the gem?

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I am a little confused by what they mean "Skeletal Mages are no longer required to maintain the buff"? does that mean once you have summoned 4 to get the 2500 damage bonus you don't need to summon anymore and you stay buffed at 2500 for the remainder of the session? or the buff will last last longer then a mages up time and wear off if another one isn't summoned?

Edited by BlakeArmentrout

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Just now, Stan said:

Previously, you needed to have 10 Skeletons up to receive the 6PC bonus. Now it's down to 4.

yes I understand that part, that you only need 4 to receive the max bonus, but it also says they don't have to REMAIN up to keep the bonus active where as before the bonus was only applied if they were active and attacking. I am wondering if this means if the bonus will now be permanent with or with out the mages once all 4 are summoned atleast once.

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13 minutes ago, BlakeArmentrout said:

I am a little confused by what they mean "Skeletal Mages are no longer required to maintain the buff"? does that mean once you have summoned 4 to get the 2500 damage bonus you don't need to summon anymore and you stay buffed at 2500 for the remainder of the session? or the buff will last last longer then a mages up time and wear off if another one isn't summoned?

To receive the effect of the 6-piece Rathma set bonus, you now need to maintain an uptime of 4 Skeletal Mages (down from 10). (250*10 = 625*4). Instead of each Skeletal Mage increasing your damage by 250% up to a maximum of 2,500% at 10 Skeletal Mages, a single will increase your damage by 625% and caps at 4 / 2,500%.

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3 minutes ago, Stan said:

You don't have to worry and maintain an uptime of 10 Skeletal Mages. Nothing has changed there. 250*10 = 625*4

ohh ok I think I got it now, there saying no more then 4 are needed to maintain the bonus, they just worded it weird like you didnt need to summon mages anymore after the bonus was earned. at first I thought they ment once 4 were summoned the 2500 bonus was permanent with out the need for further mages.

 

Edited by BlakeArmentrout

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To be honest tho I wish the would have changed the way the bonus was triggered because the dam mages take so much recource to summon dont last hardly at all, 6 seconds is nothing, when other set bonuses are triggered practicly all the time by base spells that you are always using and cost nothing. like the bonus could be when you use command skeleton you get the full 2500 bonus untill they kill the target or switch to a new one, wich would line up nice with that set that makes them auto switch targets giving you the increase permant that way, because maintaining 4 mages at all times is really hard when they cost 40 essence a pop and you can only earn 25 or so from attacking. then again I do have that ring that summons 2 ata time so maybe it wont be so bad, only time will tell.

Edited by BlakeArmentrout

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You should do lots of damage so white mobs will die from 1-2 hits. DevourDevour CannibalizeCannibalize would then regen your essence very fast because of lots of corpses around you. The Circle of Nailuj's EvolCircle of Nailuj's Evol ring will help, too. (160 essence vs 80 essence for 4 skeletons (4 casts vs 2 casts)).
More over, with the ring your mages will last for additional 2-4 secs (so 8-10 in total), which is not that bad. Command SkeletonsCommand Skeletons with Jesseth SkullscytheJesseth Skullscythe Jesseth SkullshieldJesseth Skullshield should restore your essence pretty fast as well. (it should take ~1 sec to kill white mobs with Command Skeletons).

Btw I've tested the Necromancer Bone Storm build and it's still powerful even with the Mirinae, Teardrop of the StarweaverMirinae, Teardrop of the Starweaver proc fix.

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5 hours ago, BlakeArmentrout said:

ohh ok I think I got it now, there saying no more then 4 are needed to maintain the bonus, they just worded it weird like you didnt need to summon mages anymore after the bonus was earned. at first I thought they ment once 4 were summoned the 2500 bonus was permanent with out the need for further mages.

 

"players will only need to summon four (down from ten) Skeletal Mages to receive the full six-piece set bonus. Additional Skeletal Mages can still be summoned to attack your enemies, but aren’t needed to maintain the bonus."

The part "not needed to maintain" is in direct reference to the Mages summoned after the bonus is capped.

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When I look at the set bonuses of my Rathma's set, it still shows that each mage gives 250% bonus. Is this simply text that needs to be updated, or do I need to get a whole new set for this to take effect ?

Untitled.thumb.png.31af6ab2b7032eb0def115ae43cff5c6.png

-EDIT- 

I'm an idiot... just read this - 

Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

Edited by uberNoobZA

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The hotfix is not even live yet (goes live tomorrow, monday).

Quote

We’ve unfortunately encountered some technical issues with today’s hotfix that will require us to delay the hotfix until Monday. Apologies for the delay on this – the team is hard at work on the fix.

 

So, @Defman, you might wanna test more tomorrow since nothing has changed yet.

 

 

Edited by Christhammer
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I just leveled mine and got the Inarius set yesterday. I was able to complete a 72 with 4 seconds left at 592 paragon points and level 50 marinae / Bane of the Trapped gems. Rolls on gear are almost optimal (probably 85%) and the build is identical to the guide. Not sure what it was like pre-nerf, but I felt a bit squishy and the damage was a bit lower than I would have expected. I would assume that a fresh seasonal with no paragon points and level 25 gems is going to be tough to hit that mark, but I honestly wouldn't know. Curious as to whether the Rathma's set would be better.

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A short update.

Blizzard LogoBlizzard (Source)

Hey all,

We're hoping to get the hotfix out to you all as soon as possible. When that happens, we'll update the appropriate thread

In the mean time, let's avoid calling out people on the forums, even "vaguely." It's not healthy for the community, and there are better channels (Customer Support) for such things. 

Thanks!

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      Wyatt Cheng and Matthew Berger talked about the lore of Diablo Immortal and showcased some of its zones, instanced dungeons and of course its classes.
      Given the backlash the announcement of Diablo Immortal caused, the panel started with Wyatt Cheng repeating that they love their passionate community and that there are multiple Diablo projects in the works.
      Matthew Berger then proceeded to a rundown of the lore and timeline of the Diablo universe, highlighting some major characters. At the aftermath of the destruction of the Worldstone by Tyrael at the end of Diablo 2, in Diablo Immortal we learn that some corrupted fragments of the Worldstone have survived.
      Puris the Decimator, who was available at the BlizzCon demo, is one of the game's bad guys. The main antagonist is Skarn, the Herald of Terror and Diablo's lieutenant, who is trying to resurrect his master.


      Your allies include Valla the Demon Hunter, her master Josen, Jacob Staalek (he holds Eldruin while Tyrael is “dead”) and Deckard Cain.
      The devs then showcased some of Diablo Immortal's outdoor zones.
      Bilefen

      It's a swampy island, whose main town is Port Justinian. The Wizard Jin is at the Bilefen and the Kikuras Rapids dungeon is also located there. A Worldstone fragment is corrupting the whole area.
      Zoltun Kulle's Library

      The wizard has a number of caches throughout Sanctuary and this is one of them.  Another corrupted Worldstone fragment is here. The area is guarded by a curator, which is actually a copy of Zoltun Kulle who doesn't realise it's a copy.
      Shassar Sea

      Young Valla and her master Josen are trying to find a demon nest that has formed in the area.
      In Diablo Immortal, instanced dungeons are areas where monsters stay dead when you kill them and have unique mechanics that cannot be found in outdoor zones. Three dungeons were shown.
      Tomb of Fahir
      You must unlock seals to proceed through the dungeons. There's a Broodmother boss and a lot of arachnoids!
      Kikuras Rapids

      You ride a raft to access it. Wyatt Cheng described it as "a theme park water ride with monsters trying to kill you". There's a Fetid Patriarch boss.
      Forgotten Tower
      It's the same area as Act I from Diablo 2. The Forgotten Tower is the home of the Countess and you will find out that her cultists have managed to bring her back to life.
      Afterwards, we learned the story and saw some skills of the six Diablo Immortal classes.
      Barbarian
      Furious Charge: Makes use of touch controls by aiming skill Hammer of the Ancients Throw: Throw an enemy to another enemy. Necromancer
      Command Skeletons Corpse Lance Skeletal Spikes: Summons bones from the ground to impale enemies. Crusader
      Blessed Shield: Can be aimed, damages enemies on the way out and back in and whoever doesn't get killed, get gripped to melee range. Sweep Attack: Gain damage and range the longer you hold your thumb on the skill. Falling Sword: Adjusted to be a two stage ability, target a location drops a sword on a location. Then activating the ability a second time causes you to crash down from above. Can use other abilities in between first and second activation. Wizard
      Μeteor Ray of Frost: Two-step activation - start the channel and end it. Ice Crystal: Two-step ability. First, you place the crystal Then with the second activation or when its duration expires, the crystal explodes. Can combine it with Ray of Frost. Demon Hunter
      Daring Swing: Reposition yourself from one position of the battlefield to another, while shooting from an advantageous position Strafe Rain of Vengeance Monk
      Seven-Sided Strike Kick: You can use it off of walls to rebound off them and then hit enemies Imprisoned Fists: Punch the spirit out of an enemy A very brief Q&A followed. A couple of fans prefaced their questions by apologising for the other fans' negative reactions. Here are the answers:
      Too early to say if Mephisto is in Diablo Immortal. Some of the Prime Evils are returning faster than they should. They are currently looking at what itemisation will be like. Legendary powers will be present. They will also add socketing and other ways to upgrade/improve items. Haven't figured out business model. Gameplay first. Team thinks there is some middle ground between everything being soulbound and the auction house in regards to trading in Diablo Immortal. We will probably see the history of other classes (not just the Demon Hunters) in the game, since it covers a big time frame lore-wise.
    • By Starym
      Update:
      Blizzard have denied Kotaku's claims of the planed announcement and Schreier has removed his tweet, but still claims the video was made. Check out the full article on the matter here.
      __________________________________________________________________
      That's right, it seems Blizzard did indeed have a plan for the opening ceremony of this year's BlizzCon, and all the fallout from the Diablo Immortal announcement wasn't supposed to happen at all, they had it all planned out. According to Kotaku's Jason Schreier, based on info from "two people familiar with Blizzard’s plans" Immortal's announcement was intended to immediately be followed by the announcement of Diablo 4, which would have completely satisfied both the crowd at the convention, as well as the fans watching back home.
       
      So why was this cancelled at the last minute? Well, according to the same sources, the team wasn't ready to announce the game as it's undergone at least two iterations over the past years, with as many different game directors. And so the devs didn't want to announce anything because the game might change again before it's ready to see the light of day.
      Now the questions becomes will Blizzard change their already changed minds and announce D4 after all, especially after all the negative feedback and fan backlash to Immortal? Well, Diablo's community manager Brandy "Nevalistis" Camel tweeted this today:
      If you were in Blizzard's shoes right now, would you just go ahead and announce what everyone has been waiting for, despite the game not really being anywhere near completion, and already having changed so much with the likelihood of changing again?
      The (real) Lord of Terror almost showed up at BlizzCon and may show up soon yet!
    • By Starym
      It seems the Kotaku leak wasn't that solid, at least when it comes to the timing. Jason Schreier gave an update on the matter, saying Blizzard have disputed the claims of his sources that the announcement was supposed to happen at BlizzCon. However, he still stands by the fact the video was made, which suggests he's actually seen it, and he's apologized for the misinformation (and deleted his original tweet about the fact - but you can still see it in our article).
      This is actually extremely weird news, as it made so much more sense that Blizzard did actually know what they were doing when they planned to end the opening ceremony with a Diablo 4 video, but something happened which made them cancel it last minute. As it stands (if we're to believe Schreier), it seems a video was made, but was never planned to be shown at BlizzCon, meaning they did in fact think showing off Immortal as the final/big announcement of the opening ceremony was a good idea. That did not turn out to be the case.
    • By Stan
      Diablo: Immortal is the first mobile MMOARPG entry in the history of the Sanctuary, coming to iOS and Android. The story picks up where Diablo II: Lord of Destruction left off. Here's a look at the announcement and gameplay trailers.
      The official website is now up, allowing you to pre-register for the game.
      Cinematic Trailer
      Enter the world of Diablo Immortal, a new entry in the Diablo universe. Taking place between the events of Diablo II: Lord of Destruction and Diablo III, this mobile massively multiplayer online ARPG is a true Diablo hack-and-slash adventure, all in the palm of your hand.
      Gameplay Trailer
      Diablo is coming to mobile! The newly-announced title is coming to Android and iOS soon.